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Implemented broad support for fields min_dist, min_dist_mod, max_dist, max_dist_mod -
Scales spell power based on targets distance from caster. This implemented in a broad way to function with spells that would make sense to scale. Some work will still be needed on this. Be aware if making custom spells not everything will work and certain effects just should not be included (use common sense).
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+30
-1
@@ -186,6 +186,12 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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buffs[buffslot].numhits = numhit;
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}
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bool _IsPowerDistModSpell = false;
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if (IsPowerDistModSpell(spell_id))
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_IsPowerDistModSpell = true;
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else
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SetSpellPowerDistanceMod(0);
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// iterate through the effects in the spell
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for (i = 0; i < EFFECT_COUNT; i++)
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{
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@@ -198,6 +204,9 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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if(spell_id == SPELL_LAY_ON_HANDS && caster && caster->GetAA(aaImprovedLayOnHands))
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effect_value = GetMaxHP();
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if (_IsPowerDistModSpell)
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effect_value += (effect_value*(GetSpellPowerDistanceMod()/100)/100);
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#ifdef SPELL_EFFECT_SPAM
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effect_desc[0] = 0;
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#endif
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@@ -6444,4 +6453,24 @@ bool Mob::CheckSpellCategory(uint16 spell_id, int category_id, int effect_id){
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return false;
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}
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void Mob::CalcSpellPowerDistanceMod(uint16 spell_id, float range, Mob* caster)
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{
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if (IsPowerDistModSpell(spell_id)){
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float distance = 0;
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if (caster && !range)
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distance = caster->CalculateDistance(GetX(), GetY(), GetZ());
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else
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distance = sqrt(range);
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float dm_range = spells[spell_id].max_dist - spells[spell_id].min_dist;
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float dm_mod_interval = spells[spell_id].max_dist_mod - spells[spell_id].min_dist_mod;
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float dist_from_min = distance - spells[spell_id].min_dist;
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float mod = spells[spell_id].min_dist_mod + (dist_from_min * (dm_mod_interval/dm_range));
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mod *= 100.0f;
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SetSpellPowerDistanceMod(static_cast<int>(mod));
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}
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}
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